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40d Talk:Mechanical logic

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This should be merged into computing. VengefulDonut 09:28, 2 July 2008 (EDT)

I made it as a separate article because it seemed rather large, and I wanted to avoid swamping the computing thread, which covers all kinds of computing, with a massive amount of mechanical-only stuff. Perhaps this page should be linked to by computing, instead? --Sukasa 18:35, 4 July 2008 (EDT)

Also, the diagrams aren't clear. I suggest using {{RT}} or {{qd}}. VengefulDonut 09:30, 2 July 2008 (EDT)

I'll do that, thanks. --Sukasa 18:35, 4 July 2008 (EDT)

Diagram Colour

okay, just to maintain a clear colour scheme for anyone else who's making a Qd version of the diagrams...

The Three primary colours are either for the first three inputs, or two inputs and the output if there are few enough inputs. The Three two-colour combinations (Purple, Yellow, and Teal) are for the next three inputs, or outputs. White or greyscale colours should be avoided, as they are too similar to the rest of the diagram.

heh, I know these are somewhat hard-to-read, and for the adder, there aren't enough colours, but if for everything else we try and follow this, it should make it a little easier to read. Lastly, in the memory logic devices, just colour D as if it were an input. thanks to anyone who helps :D --Sukasa 18:52, 4 July 2008 (EDT)

IMO, It would be easier on you (for making the diagrams) and easier on others (for reading the diagrams) to leave them uncolored. VengefulDonut 19:41, 4 July 2008 (EDT)
FWIW, I think the diagrams are pretty much incomprehensible at the moment; I think colour would help. --AlexChurchill 05:29, 7 July 2008 (EDT)
Also, I think the diagrams would be much clearer if the graphics were presented as closely as possible to game graphics - using a lowercase o for an unlinked gearbox is very confusing. In fact, I think your OR gate is an AND gate and vice versa. VengefulDonut 19:49, 4 July 2008 (EDT)
The problem, then, however, is that for some of the more complicated gates, and definitely for the memory gates, that it becomes very difficult to know which gearboxes are supposed to be linked to, and which ones are supposed to sit there and spin when powered.
Also, heh, I know those are confusing. The gates themselves operate on a sort of backwards logic, so even I find it easiest just to look at it and say "okay, I figured this out a while ago. just use the gate, that'll be easiest to think with"--Sukasa 23:04, 6 July 2008 (EDT)

Not gates

Since this article makes no mention of a machine-logic way to create a NOT gate, I don't think it is worth mentioning any of the machine derivatives of NOT gates either. The only NOT gate provided is a water logic gate, which is described on SL's water logic page. It's also trivial enough to set up a NOT gate before an input to make an AND NOT, a NAND, or a NOR using a normal gate coupled with a NOT that those aren't worth mentioning with or without a machine logic NOT gate available. VengefulDonut 19:54, 4 July 2008 (EDT)

"NOT or BUFFER" is listed down slightly, unless you mean before the article was merged >_> --Sukasa 23:05, 6 July 2008 (EDT)

Clocked Logic

We could use some more Clocked Logic designs, since there aren't very many right now. Anybody up for designing a few?--Sukasa 23:15, 6 July 2008 (EDT)

OR/AND GATES

I think there are several big errors in the section Unclocked logic , all originated from the inverting of AND and OR functions.. The only case where AND gives as result "TRUE"(powered gear) is when both A and B are "TRUE", and the only case when OR gives as result "FALSE"(unpowered gear) is when both A and B are "FALSE". Then it follows a big list of errors each time AND/OR are used. (EG: the actual Equal returns "TRUE" if both A and B are "TRUE" or if they are both "FALSE", but the one posted returns "TRUE" only if one is "TRUE" and the other one is "FALSE")

Please correct me if there are any errors and try to explain why am i wrong, because i'm pretty sure of what i'm saying.